Thanks, Yeah seeing it was a jam we wanted you to be able to buy all options to test out for fun assuming people would play it only one time.
Pontax
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Yeah outlines were intentional as the wildcard was crayon so all map ui was as is wildcard characters and items were not. Not using the zoom would make them feel off. However, using zoom would show they are in line with the rest of the art lol. 9 days not much time but overall happy how much content we had for the 9 days time and the fact I learned how to draw on the first day. Mostly a pixel artist here so illustration is brand brand new to me. The sizing of the items was an engine thing. All items were drawn on 2000x2000+ resolution haha.
Man this game had a lot of cooking. I appreciate these styled games as ive seen a few of them in a few jams before. Though they are not my style I appreciate the pain yall must have had to do for UI in godot. Green nodes are gross. SFX was really great. Best part was the dog wallpaper thanks for that option you got bonus points for that. Good Accessibility here overall.
Walk cycle is clean for the racoon. I loved the racoon capsule art so i was sold. I think this would have made a cleaner platformer with the walk cycle as it was not NSEW walking. Simple UI polish over interactables would be nice like over the car when to throw bags here that would help a ton. A lot of gameplay could be won by outrunning the guards to dodge than probably intended here just keep an eye out for that.
Congrats for first non-tutorial dependent game. I really enjoyed the atmosphgere/ambience here. Nice parallaxing effect. I think one critique just because im impatient there would be a speed up button for traveling from option to option like 2x mode. Art was well make and good SFX sounds fitting for the game overall.
Yeah kudos for card game first off. Also the sliding animations made the transition for each phase really nice and solid. I like the card mechanics I was wondering when i was discarding the first time but once i got the learning curve down it was really fun and enjoyable. Marking this one as the one to win.
I got some mewgenics vibes for sure on this (minus the combat). I think it has a good loop to play from recruiting. I think more funny perks could be added and more abilities. Overall it felt like there needed to be more of a combat system instead of pressing RNG button to hopefully pass. some sort of skill for the player to have control besides just banking on a 50% success rate (which i know the wildcard had probability so no points lost there). Maybe try to expand more on this and find a system that works like removing the probability with Quick time event minigames for each timed short wario ware bursts. That may help the speed run. I was able to blast through multiple days in 4 seconds by just clicking fast enough ignoring most mechanics as there wasnt a lose condition really. Good submission overall. Love the art.
so took me a bit to understand how to play. I like the game concept. I wished the ui was more responsive was hard to tell if i clicked the right piece to move. I think overall with some polish it has good bones to be an overworld for something else later on. I think i was imagining after traveling to some of these places maybe roguelike combat or dice mechanic. Maybe something to think about moving forward.
game sorta breaks on full screen. I think highlighting where an object interacts with the face would help a lot here as my face was deformed i couldnt tell what angle i was adjusting. Maybe allow it after the modifcation like resample the factor to remake new face vertices. So like after the scene its a clean head even while messed up. I think longevity adding some pain/health meter to like prevent continuous modifcation where then its a cost and roguelike how much can i modify myself to blend in before i pass out. but passively gain some hp or items to heal and manage health with the core mechanic.
Yep this is my favorite of the jam. I love dice rolling I love the concept. I think post jam development add some more animation frames and types of idling or added small dialogue voice over like darkest dungeon. I think revampign the artstyel to darken it up - dark fantasy is the move here. Maybe boss mechanics that affect dice and play with your rolls. Adding more dice or kinds of dice here as well. all in all good job.
If you end up needed a pixel artist hmu too!
I liked the photorealism here you implemented this much better than what we tried to do. I actually made something similar called broomba battles (like battlebots) so I was quite familar with what to do here. The coder made it very seemless for intuitive ui here which was great. If you plan on continuing development i recommend you taking a look at mine and hopefully it may help you get more ideas for future development of this if you so desire to continue. I think these are games that would benefit a lot with mutliplayer/async multiplayer if you decide to take the leap of committing to it. Obviously 1 week jam for mulitpalyer is quite a challenge so gladly you have no deadline as well. I think a hover tool tim for what certain thing do would help a lot too or like a tutorial session where it pops up tips and guided recommendations for the first fight.
I feel if you were going to use an asset pack you may has well had your player sprite also be one of them too with a different color to differentiate. I think some ui or context to do next would've been helpful here. Having some hp bars, some interaction beyond just running around.
I think also not accrediting the artist was bad faith but that is just me as an artist... :/
I was impressed by the amount of levels. I agree with the other ocmments about point and click here. I think the WASD movement couldve been avoided here for eas e of access. I also dont think you needed a player movement for this to work well. I thought it was impressive how you did cutscenes for this. They were very well polished for the time frame given. The art was very nicely done too I liked the subtle famous paintings which had a great cute charm. I was wasting my time just looking at them all. Maybe that could cause more challenge more distractions like interacting with people and forcing themt o talk and answer questions more.
this gave me hardcore pico8 vibes so good job. I can def feel like the UI couldve been better displayed like instead of saying O and X just use the letter you are representing for the two. Had to pause to find out what it was though the small ui moving when pressing was a nice QoL i didnt expect when i saw I pressed the correct button. Spritework could use more work i think here more 6-8frame animations. cool work here.
cool concept. there was a bug the first time: killed first wave boss without dying. Died phase 2. Picked new guy. Never saw ghost. I cleared the save and the second try without reloading page I got the ghost but only if i died before the first phase? Also phase 2 invisible almost invis boxes were not fair in that fight. should add a visual sprite for those projectile spinning things
besides that this was a cool mechanic. I wished the players honestly helped kill the boss little dmg. but maybe like a funny quip where if the boss killed htem they dropped like xp for the lvl up. but like replayed the entire fight they did. Maybe record teh coordinates this way. Kinda allows for speedy runs or something idk. I like the mechanic overall though and the music was great.
this has some good bones for a new type of survivors games. Like a ping pong back and forth wave climbing archetype. Trying to better improve your self. Reminds me of when i was a kid where I would 1v1 myself ina game of chess but like I knew my own move so i always allowed 1 side to win. If you can avoid that scenario I think you CAN make something here more through commercial release. As of now no it needs more polish. Sounds, better art than asset pack. better buildings more effects and buildings. But I do truly see some game development potential here for something if you choose to continue and refine this.
card game was ambitious and definitely hit the them here. at first i was confused was the countdown was but the next time was the true playthrough. I think the tutorial was good but maybe add the teacher turning the back for this so user wouldnt need to play twice for a first impression. I think the music was good and cute items. Easy to understand after the second go around so well done.
melon types were great. I made a sprite before and this met that meme. So thanks for making this game. Lean hard into this meme here. I think future dev async multiplayer would be great like super auto pets rather than AI. Maybe AI for like tutorial and offline. Also wasnt quite sure how the bottom row cards worked so maybe more hand holding for that would be good.





















